First attempt on reimplementing FFT

This commit is contained in:
Ralty
2025-07-31 19:32:21 +07:00
parent 2724c8b236
commit 1f5e048945
+193 -74
View File
@@ -10,6 +10,8 @@ import lime.media.vorbis.Vorbis;
import lime.media.vorbis.VorbisFile;
#end
typedef AudioAnalyzerCallback = Int->Int->Void;
/**
* An utility that analyze FlxSounds,
* can be used to make waveform or real-time audio visualizer.
@@ -19,21 +21,21 @@ import lime.media.vorbis.VorbisFile;
**/
class AudioAnalyzer {
public static function getByte(buf:ArrayBuffer, pos:Int, wordSize:Int):Int {
if (wordSize == 2) return ArrayBufferIO.getInt16(buf, pos);
if (wordSize == 2) return inline ArrayBufferIO.getInt16(buf, pos);
else if (wordSize == 3) {
var b = ArrayBufferIO.getUint16(buf, pos) | (buf.get(pos + 2) << 16);
var b = inline ArrayBufferIO.getUint16(buf, pos) | (buf.get(pos + 2) << 16);
if (b > 8388608) return b - 16777216;
else return b;
}
else if (wordSize == 4) return ArrayBufferIO.getInt32(buf, pos);
else return ArrayBufferIO.getUint8(buf, pos) - 128;
else if (wordSize == 4) return inline ArrayBufferIO.getInt32(buf, pos);
else return inline ArrayBufferIO.getUint8(buf, pos) - 128;
}
public var sound:FlxSound;
public var buffer:AudioBuffer;
public var fftSize:Int;
public var buffer(default, null):AudioBuffer;
public var fftSamples(default, set):Int;
public var byteSize:Int;
public var byteSize(default, null):Int;
var __toBits:Float;
var __wordSize:Int;
@@ -51,66 +53,178 @@ class AudioAnalyzer {
var __minByte:Int;
var __maxByte:Int;
// samples
var __sampleIndex:Int;
var __sampleOutputLength:Int;
var __sampleOutput:Array<Float>;
// fft
var __logN:Int;
var __freqSamples:Array<Float>;
var __reverseIndices:Array<Int> = [];
var __rootReals:Array<Float> = [];
var __rootImags:Array<Float> = [];
var __freqReals:Array<Float> = [];
var __freqImags:Array<Float> = [];
// levels
var __frequencies:Array<Float>;
/**
* Creates an analyzer for specified FlxSound
* @param sound An FlxSound to analyze.
**/
public function new(sound:FlxSound, fftSize = 1024) {
public function new(sound:FlxSound, fftSamples = 512) {
this.sound = sound;
this.fftSize = fftSize;
this.fftSamples = fftSamples;
__check();
}
function __check() if (sound.buffer != buffer) {
byteSize = 1 << ((buffer = sound.buffer).bitsPerSample - 1);
#if (lime_cffi && lime_vorbis) __vorbis = null; #end
__toBits = buffer.sampleRate / 1000 * (__sampleSize = buffer.channels * (__wordSize = buffer.bitsPerSample >> 3));
__min.resize(buffer.channels);
__max.resize(buffer.channels);
}
#if (lime_cffi && lime_vorbis) __vorbis = null; #end
inline function set_fftSamples(v:Int):Int {
if (fftSamples == (fftSamples = v)) return v;
var half = v >> 1, a, c;
__logN = Math.floor(Math.log(v) / Math.log(2));
__reverseIndices.resize(half);
__rootReals.resize(half);
__rootImags.resize(half);
__freqReals.resize(half);
__freqImags.resize(half);
for (i in 0...half) {
__reverseIndices[i] = __bitReverse(i);
__rootReals[i] = Math.cos(a = 2 * Math.PI * i / v);
__rootImags[i] = Math.sin(a);
}
return v;
}
inline function __bitReverse(x:Int):Int {
var y = 0, i = __logN;
while (i > 0) {
y = (y << 1) | (x & 1);
x >>= 1;
i--;
}
return y;
}
public function getLevels(startPos:Float, barCount:Int, ?levels:Array<Float>, delta = 0.0, minDb = -70.0, maxDb = -20.0):Array<Float> {
__frequencies = getFrequencies(startPos, __frequencies);
if (levels == null) levels = [];
levels.resize(barCount);
var x1 = 0.5, i1 = 1, n = fftSamples >> 1;
var x2, i2, v;
for (i in 0...barCount) {
i2 = Math.floor(x2 = Math.pow(n, (i + 1) / barCount) - 0.5);
if (i2 < i1) v = __frequencies[i2] * (x2 - x1);
else {
v = __frequencies[i1 - 1] * (i1 - x1);
while (i1 < i2) v += __frequencies[i1++];
if (i2 < n) v += __frequencies[i2] * (x2 - i2);
}
i1 = Math.ceil(x1 = x2);
v = 20 * Math.log(v * barCount / 12) / 2.302585092994046/*log(10)*/ / (maxDb - minDb);
if (delta > 0 && levels[i] > v) levels[i] -= (levels[i] - v) * delta;
else levels[i] = v;
}
return levels;
}
/**
* TODO: IMPLEMENT FFT
* Gets frequencies from an attached FlxSound from startPos with samples
* @return Output of frequencies ranging from 1 to fftSamples/2.
**/
public function getLevels(levels:Array<Float>, barCount:Int, duration:Float):Float {
return 0;
public function getFrequencies(startPos:Float, ?frequencies:Array<Float>):Array<Float> {
__freqSamples = getSamples(startPos, fftSamples, true, __freqSamples);
var inv = fftSamples >> 1;
for (i in 0...inv) {
__freqReals[__reverseIndices[i]] = __freqSamples[i];
__freqImags[i] = 0;
}
var h = 1, g = 0, b = 0, r = 0;
var tr, ti, i1, i2;
while (inv > 0) {
h <<= 1;
while (g < fftSamples) {
while (b < h) {
i2 = (i1 = g + b) + h;
tr = __rootReals[r] * __freqReals[i2] - __rootImags[r] * __freqImags[i2];
ti = __rootReals[r] * __freqImags[i2] + __rootImags[r] * __freqReals[i2];
__rootReals[i2] = __freqReals[i1] - tr;
__rootImags[i2] = __freqImags[i1] - ti;
__freqReals[i1] += tr;
__freqImags[i1] += ti;
b++;
r += inv;
}
b = r = 0;
g += h;
}
g = 0;
inv >>= 1;
}
if (frequencies == null) frequencies = [];
frequencies.resize(inv = fftSamples >> 1);
var mag;
for (i in 0...inv) frequencies[i] = (mag = Math.sqrt(__freqReals[i] * __freqReals[i] + __freqImags[i] * __freqImags[i])) < 0.001 ? 0 : mag;
return frequencies;
}
/**
* Returns a peak of an attached FlxSound from startPos to endPos in milliseconds.
* Analyzes an attached FlxSound from startPos to endPos in milliseconds to get the amplitudes.
* @param startPos Start Position of the FlxSound in milliseconds.
* @param endPos End Position of the FlxSound in milliseconds.
* @param outOrOutMin The output minimum value from the analyzer, indices is in channels (0 to -0.5 -> 0 to 0.5) (Optional, if outMax doesn't get passed in, it will be [min, max] with all channels combined instead)
* @param outMax The output maximum value from the analyzer, indices is in channels (Optional)
* @return Output Amplitude value
* @param outOrOutMin The output minimum value from the analyzer, indices is in channels (0 to -0.5 -> 0 to 0.5) (Optional, if outMax doesn't get passed in, it will be [min, max] with all channels combined instead).
* @param outMax The output maximum value from the analyzer, indices is in channels (Optional).
* @return Output of amplitude from given position.
**/
public function analyze(startPos:Float, endPos:Float, ?outOrOutMin:Array<Float>, ?outMax:Array<Float>):Float {
var hasOut = outOrOutMin != null;
var hasTwoOut = hasOut && outMax != null;
if (hasTwoOut) for (i in 0...buffer.channels) __min[i] = __max[i] = 0;
__minByte = __maxByte = 0;
if (outOrOutMin != null) {
__check();
__read(startPos, endPos, hasTwoOut ? __analyzeCallback : __analyzeCallbackSimple);
if (hasOut) {
var f:Float;
if (outMax != null) {
for (i in 0...buffer.channels) __min[i] = __max[i] = 0;
read(startPos, endPos, __analyzeCallback);
for (i in 0...buffer.channels) {
if (outOrOutMin[i] < (f = __min[i] / byteSize)) outOrOutMin[i] = f;
if (outMax[i] < (f = __max[i] / byteSize)) outMax[i] = f;
}
if (hasTwoOut) for (i in 0...buffer.channels) {
if (outOrOutMin[i] < (f = __min[i] / byteSize)) outOrOutMin[i] = f;
if (outMax[i] < (f = __max[i] / byteSize)) outMax[i] = f;
}
else {
read(startPos, endPos, __analyzeCallbackSimple);
outOrOutMin.resize(2);
if (outOrOutMin[0] < (f = __minByte / byteSize)) outOrOutMin[0] = f;
if (outOrOutMin[1] < (f = __maxByte / byteSize)) outOrOutMin[1] = f;
}
}
else
read(startPos, endPos, __analyzeCallbackSimple);
return (__maxByte + __minByte) / byteSize;
}
@@ -121,9 +235,54 @@ class AudioAnalyzer {
function __analyzeCallbackSimple(b:Int, c:Int):Void
((b > __maxByte) ? (__maxByte = b) : (if (-b > __minByte) (__minByte = -b)));
/**
* Gets samples from startPos with given length of samples.
* @param startPos Start Position of the FlxSound in milliseconds.
* @param length Length of Samples.
* @param mono Merge all of the byte channels of samples in one channel instead (Optional).
* @param Output that gets passed into this function (Optional).
* @return Output of
**/
public function getSamples(startPos:Float, length:Int, mono = true, ?output:Array<Float>):Array<Float> {
((output == null) ? (__sampleOutput = output = []) : (__sampleOutput = output)).resize((__sampleOutputLength = length) * (mono ? 1 : buffer.channels));
__sampleIndex = 0;
__check();
__read(startPos, startPos + (length / __toBits), mono ? __getSamplesCallbackMerge : __getSamplesCallback);
__sampleOutput = null;
return output;
}
// TODO: check later if this formula is correct.
function __getSamplesCallbackMerge(b:Int, c:Int):Void if (__sampleIndex < __sampleOutputLength) {
if (c == 0) __sampleOutput[__sampleIndex] = b / buffer.channels / byteSize;
else if (c == buffer.channels) {
__sampleOutput[__sampleIndex] += b / buffer.channels / byteSize;
__sampleIndex++;
}
else
__sampleOutput[__sampleIndex] += b / buffer.channels / byteSize;
}
function __getSamplesCallback(b:Int, c:Int):Void if (__sampleIndex < __sampleOutputLength) {
__sampleOutput[__sampleIndex] = b / byteSize;
__sampleIndex++;
}
/**
* Read an attached FlxSound from startPos to endPos in milliseconds with a callback.
* @param startPos Start Position of the FlxSound in milliseconds.
* @param endPos End Position of the FlxSound in milliseconds.
* @param callback Int->Int->Void Byte->Channels->Void Callback to get the byte of a sample.
**/
public function read(startPos:Float, endPos:Float, callback:AudioAnalyzerCallback) {
__check();
if (buffer.data != null) __read(startPos, endPos, callback);
__read(startPos, endPos, callback);
}
inline function __read(startPos:Float, endPos:Float, callback:AudioAnalyzerCallback) {
if (buffer.data != null) __readData(startPos, endPos, callback);
#if lime_cffi
else if (__canReadStream() && (startPos += __readStream(startPos, endPos, callback)) >= endPos) return;
#if lime_vorbis
@@ -132,7 +291,7 @@ class AudioAnalyzer {
#end
}
inline function __read(startPos:Float, endPos:Float, callback:AudioAnalyzerCallback) {
inline function __readData(startPos:Float, endPos:Float, callback:AudioAnalyzerCallback) {
var pos = Math.floor(startPos * __toBits), end = Math.floor(endPos * __toBits), c = 0;
pos -= pos % __sampleSize;
end -= end % __sampleSize;
@@ -212,44 +371,4 @@ class AudioAnalyzer {
}
#end
#end
}
private typedef AudioAnalyzerCallback = Int->Int->Void;
/*
abstract Complex(Array<Float>) {
public var real(get, never):Float;
inline function get_real() return this[0];
public var imag(get, never):Float;
inline function get_imag() return this[1];
public inline function new(real:Float, imag:Float) this = [real, imag];
public static inline function fromReal(real:Float):Complex return new Complex(real, 0);
public static inline function exp(w:Float):Complex return new Complex(Math.cos(w), Math.sin(w));
public var angle(get, never):Float;
inline function get_angle() return Math.atan2(imag, real);
public var magnitude(get, never):Float;
inline function get_magnitude():Float return Math.sqrt(real*real + imag*imag);
@:op(A + B)
public inline function add(rhs:Complex):Complex return new Complex(real + rhs.real, imag + rhs.imag);
@:op(A - B)
public inline function sub(rhs:Complex):Complex return new Complex(real - rhs.real, imag - rhs.imag);
@:op(A * B)
public inline function mult(rhs:Complex):Complex
return new Complex(real*rhs.real - imag*rhs.imag, real*rhs.imag + imag*rhs.real);
@:op(A / B)
public inline function div(rhs:Complex):Complex {
var m = rhs.magnitude;
return new Complex((real*rhs.real + imag*rhs.imag) / m, (imag*rhs.real - real*rhs.imag) / m);
}
public inline function conj():Complex return new Complex(real, -imag);
}
*/
}